Search found 162 matches
- Tue Apr 16, 2019 6:50 am
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 868
- Views: 160051
Re: Translating GZDoom's text content. Read if you want to h
Thanks for the correction. Darway, Mink, Doomnobody are people's name who take the credit of the translation, and you can see the year is 2005, already long time ago. Like the people here, we are not using real names. Instead, we use catchy or English names. For "Phobos" and "Deimos", actually it is ...
- Tue Apr 16, 2019 3:39 am
- Forum: Developer Blog
- Topic: Translating GZDoom's text content. Read if you want to help
- Replies: 868
- Views: 160051
Re: Translating GZDoom's text content. Read if you want to h
For traditional Chinese, I'd like to make some fast contributions since there are existing materials for stories like E1TEXT, C2TEXT, P3TEXT, T4TEXT, which came from a group of Taiwanese players more than a decade ago.
For anyone who is interested in where they are, they're here.
For anyone who is interested in where they are, they're here.
- Mon Jan 09, 2017 8:51 am
- Forum: ZDoom (and related) News
- Topic: ZDoom is Dead. Long live ZDoom.
- Replies: 232
- Views: 74653
Re: ZDoom is Dead. Long live ZDoom.
Thank you for your contributions Randi. Thank you again. 
Good luck.
Good luck.
- Tue Sep 16, 2014 1:13 am
- Forum: Editing (Archive)
- Topic: Further development of HudMessageOnActor
- Replies: 6
- Views: 773
Re: Further development of HudMessageOnActor
kodi: Your ideas are correct. What makes your projection inaccurate is actually introduced by calibrating the center of your view according to the angle and pitch of the player. When you calibrated pitch, be aware that angle is changed as well. In other words, the angle of the object in player's ...
- Sun Sep 14, 2014 6:35 am
- Forum: Editing (Archive)
- Topic: Further development of HudMessageOnActor
- Replies: 6
- Views: 773
Re: Further development of HudMessageOnActor
To do this, you'll need to implement 1. Get aspect ratio from wiki . Note that a kind of aspect ratio 17:10 is not mentioned on wiki. 2. Get the range of angle of player's view by FOV and aspect ratio from this thread . 3. Use pinhole camera model to project a 3D coordinate to 2D plane. Before ...
- Tue Nov 19, 2013 12:24 am
- Forum: Closed Bugs [GZDoom]
- Topic: [ACC] Incorrect values by #define
- Replies: 8
- Views: 675
Re: [ACC] Incorrect values by #define
Some more tests.
#define TEST_A !2 // ACC = 0, Actual = 0
#define TEST_B ~2 // ACC = ERR, Actual = -3
#define TEST_C +2 // ACC = ERR, Actual = 2
#define TEST_D -5 // ACC = -2, Actual = -2
#define TEST_A !2 // ACC = 0, Actual = 0
#define TEST_B ~2 // ACC = ERR, Actual = -3
#define TEST_C +2 // ACC = ERR, Actual = 2
#define TEST_D -5 // ACC = -2, Actual = -2
- Sat Apr 27, 2013 9:34 pm
- Forum: Editing (Archive)
- Topic: Need help retrieving some coordinates...
- Replies: 3
- Views: 378
Re: Need help retrieving some coordinates...
That would be int tid = 0; // TID of the object. int angle = GetActorAngle(tid), pitch = GetActorPitch(tid), roll = -GetActorRoll(tid); int sa = sin(angle), ca = cos(angle), sp = sin(pitch), cp = cos(pitch), sr = sin(roll), cr = cos(roll); int r11 = FixedMul(ca, cp), r12 = FixedMul(FixedMul(ca, sp ...
- Sat Apr 27, 2013 7:27 pm
- Forum: Editing (Archive)
- Topic: Why isn't my character array working?
- Replies: 3
- Views: 271
Re: Why isn't my character array working?
Looks like a: takes a character array instead of a string array. The difference is when reading them as numbers, it would be str char[4] = { "w", "h", "a", "t" } str char[4] = { 0, 1, 2, 3 } That's the index in the string table instead of the characters in the string. To correct this, use characters ...
- Sun Mar 17, 2013 7:38 pm
- Forum: General
- Topic: [Programming] NPC schedule across maps
- Replies: 13
- Views: 1678
Re: [Programming] NPC schedule across maps
As GooberMan's suggest, this can be something like... Script "EventLoop" (void) { switch (date) { case 20130318: switch (time) { case 0800: JackSowsBeans(); break; case 1500: ZackStealsBeans(); break; ... } case 20130319: switch (time) { case 0800: JackSowsBeansAgain(); break; ... } ... } Delay(1 ...
- Sun Mar 17, 2013 9:44 am
- Forum: Editing (Archive)
- Topic: [SOLVED]SetActorPosition Woes
- Replies: 5
- Views: 525
Re: [SOLVED]SetActorPosition Woes
You could add CheckSight to make sure the light can actually be seen. Excluding something like, for example, light passing through a thin door.
- Thu Mar 14, 2013 2:25 am
- Forum: Editing (Archive)
- Topic: [SOLVED]SetActorPosition Woes
- Replies: 5
- Views: 525
Re: SetActorPosition Woes
Ok, this is what I have now: script 535 (void) //Flashlight Light Positioning { //NOTE THAT LARGE PORTIONS OF THIS SCRIPT WERE BORROWED FROM THE ZDOOM WIKI //http://zdoom.org/wiki/Cleaned_up_Third_Person_Cam //credit goes to the author of that page int r = MAX_R; //This is 256 int lightnum = 4 ...
- Fri Feb 01, 2013 12:52 pm
- Forum: Editing (Archive)
- Topic: Emulating SBARINFO with HudMessage...
- Replies: 2
- Views: 564
Re: Emulating SBARINFO with HudMessage...
GetHUDRight and GetHUDLeft finds the true location of the edge on the screen, but needs to be updated since a new aspect ratio 17:10 is introduced. Usage: Call GetHudBorders(HUDWidth, HUDHeight) then all true borders will be stored in HudLeft, HudRight, HudTop, and HudBottom variables. Function int ...
- Tue Jan 29, 2013 11:16 am
- Forum: Editing (Archive)
- Topic: Is there a way to find out if Player is strafing?
- Replies: 12
- Views: 910
Re: Is there a way to find out if Player is strafing?
Thanks for GetActorVelocity, this is easier now. Function int GetStrafePortion(void) { int pa = GetActorAngle(0); int vx = -GetActorVelY(0), vy = GetActorVelX(0); if (!(vx | vy)) { return 0.0; } // ZDaemon version. int a = VectorAngle(vx, vy); int len; if((a + 0.125) & 0.25) { len = FixedDiv(vy, sin ...
- Mon Sep 17, 2012 6:54 pm
- Forum: Editing (Archive)
- Topic: Case/Switch Statements with variable cases?
- Replies: 9
- Views: 760
Re: Case/Switch Statements with variable cases?
What if there are multiple cases with the same value since it can use variables? If fact, during compile time, ACC sorts all the numbers in the case list for zdoom to perform binary search for speed. Instead, vanilla ACC doesn't sort the numbers and zdoom checks them one by one. Only the latter one ...
- Wed May 30, 2012 2:51 am
- Forum: Editing (Archive)
- Topic: How to convert GetPlayerInput FORWARD/SIDEMOVE into float?
- Replies: 6
- Views: 373
Re: How to convert GetPlayerInput FORWARD/SIDEMOVE into floa
Just make a quick investigation about this. The number 12800 is obtained by GetPlayerInput directly. That's the base concept even the number is not correct. Ther are two different values for side move, 12800 from mouse strafing and 10240 from movement keys. The attachment can be run directly to see ...